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General Tabletop Discussion
*TTRPGs General
Should combat be more chaotic?
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<blockquote data-quote="NewJeffCT" data-source="post: 5783837" data-attributes="member: 10784"><p>I agree that combat should be more chaotic. I've had situations where I have not used a battlemat and just used the tabletop for a combat encounter and it works out fine - I have 4 small (3 foot) tape measures I got from Wal-Mart several years back just for this sort of purpose. So, rather than move 6 squares, a person moves 6 inches in any direction. If Warhammer can go without a grid, but still do flanking and have area spells and template effects, I don't see why D&D can't with usually far fewer miniatures.</p><p></p><p>However, a wizard dropping a fireball is often a genius level intellect, so I allow them leeway in terms of spell placement, since nobody at my table has an 18+ INT (save me, the DM, with my 36 INT, of course). Similarly, a cleric with an 18+ Wisdom should be wise enough to know how to place his or her spell properly, while the veteran level 10 fighter can instantaneously decide which attack pattern best makes use of his 18+ Strength.</p><p></p><p>Also, not everybody at my table is a long time veteran gamer, so may not know which is the best option for them as soon as their turn comes up, since things can change so rapidly in combat as well (i.e., the sorcerer planned to hit the BBEG's lieutenant with a Scorching Ray, but right before his turn, the party fighter scored a crit on him and took him out.) Especially in older editions where a wizard or cleric or other spellcaster could be choosing from dozens of different spells to cast.</p><p></p><p>So, I consider a more chaotic battlefield as something nice to have, but not always possible.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5783837, member: 10784"] I agree that combat should be more chaotic. I've had situations where I have not used a battlemat and just used the tabletop for a combat encounter and it works out fine - I have 4 small (3 foot) tape measures I got from Wal-Mart several years back just for this sort of purpose. So, rather than move 6 squares, a person moves 6 inches in any direction. If Warhammer can go without a grid, but still do flanking and have area spells and template effects, I don't see why D&D can't with usually far fewer miniatures. However, a wizard dropping a fireball is often a genius level intellect, so I allow them leeway in terms of spell placement, since nobody at my table has an 18+ INT (save me, the DM, with my 36 INT, of course). Similarly, a cleric with an 18+ Wisdom should be wise enough to know how to place his or her spell properly, while the veteran level 10 fighter can instantaneously decide which attack pattern best makes use of his 18+ Strength. Also, not everybody at my table is a long time veteran gamer, so may not know which is the best option for them as soon as their turn comes up, since things can change so rapidly in combat as well (i.e., the sorcerer planned to hit the BBEG's lieutenant with a Scorching Ray, but right before his turn, the party fighter scored a crit on him and took him out.) Especially in older editions where a wizard or cleric or other spellcaster could be choosing from dozens of different spells to cast. So, I consider a more chaotic battlefield as something nice to have, but not always possible. [/QUOTE]
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Should combat be more chaotic?
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